封面
市場調查報告書
商品編碼
1484696

全球 AR(擴增實境)/VR(虛擬實境)市場:市場規模/佔有率分析 - 趨勢、驅動因素、競爭狀況、預測(2024-2030 年)

Augmented Reality and Virtual Reality Market Size & Share Analysis - Trends, Drivers, Competitive Landscape, and Forecasts (2024 - 2030)

出版日期: | 出版商: Prescient & Strategic Intelligence | 英文 280 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

市場概況

AR/VR產業到2023年將產生476億美元的收入,預測期內複合年增長率為23.7%,預計10年後將達到2,104億美元。這主要是由於這些技術在遊戲、娛樂、教育、旅遊、零售和醫療保健等領域的迅速接受。

AR/VR 智慧眼鏡和 HUD/HMD 是有用的可穿戴設備,允許使用者在攜帶技術的同時自由走動並進行任何日常活動。例如,AR顯示器不會幹擾可見現實,因此其使用地點沒有限制。行動 VR 耳機還可以透過抑制 VE 中的運動來提供很大幫助。這些小工具的設計非常先進,可以與智慧型手機和平板電腦結合。隨著公司不斷測試整合這些技術的極限,現在可以在各個行業中找到 AR 和 VR 的應用。

XR(擴充實境)系統很快就會透過各種管道方便大眾使用。在這一趨勢中,智慧型手機和平板電腦對消費者的吸引力不斷增長,足以讓這些技術佔據自己的位置。隨著全球智慧型手機銷售在許多國家蓬勃發展,這些小工具被視為 AR 和 VR 產業非常有前途的硬體平台。

重要見解

預測期內,AR技術預計將以23.9%的複合年增長率成長,並佔據行業最大佔有率。

到2023年,在設備成本下降和遊戲產業需求的推動下,硬體類別將佔據70%的佔有率。其中,HMD 在 AR 設備行業佔據主導地位,到 2023 年將佔據超過 75% 的收入佔有率,並有望隨著輕量化顯示器和技術改進而進步。到2023年,它還將在VR設備市場佔據70%的佔有率,特別是在遊戲和旅遊業領域。

預測期內,手勢追蹤設備將以 23.8% 的複合年增長率實現最快成長,從而提高 VR 在企業和教育環境中的採用率。

VR應用的複合年增長率將達到23.8%,增加其在商業和教育領域的使用。

到 2023 年,消費者預計將以 24.1% 的收入主導 AR 設備產業,尤其是在未來。

遊戲類別是 VR 設備產業中占主導地位且成長最快的類別。

在商業、國防、醫療保健和汽車產業投資的推動下,亞太地區是成長最快的產業,複合年增長率為 24.2%。此外,在巨額政府投資和大型科技公司的推動下,到 2023 年,北美地區將佔據最大的產業佔有率,達到 50%。

在本報告中,我們分析了全球AR/VR市場,包括市場的基本結構、最新情況、主要推動和抑制因素以及全球、依地區、主要國家(地區)市場規模趨勢的展望。年起),依類型、產品供應、設備類型和應用劃分的詳細趨勢、市場競爭的現狀以及主要公司的概況。

目錄

第一章 調查範圍

第二章研究方法

第三章執行摘要

第四章 市場指標

第五章 產業展望

  • 市場動態
    • 趨勢
    • 促進因素
    • 抑制因素/課題
    • 促進/抑制因素影響分析
  • 新型冠狀病毒感染(COVID-19)的影響
  • 波特五力分析

第六章 世界市場

  • 概述
  • 市場收入:依類型分類(2017-2030)
  • 市場收入:依產品分類(2017-2030)
  • 市場收入:依設備類型分類(2017-2030)
  • 市場收入:依應用分類(2017-2030)
  • 市場收入:依地區(2017-2030)

第七章 北美市場

  • 概述
  • 市場收入:依類型分類(2017-2030)
  • 市場收入:依產品分類(2017-2030)
  • 市場收入:依設備類型分類(2017-2030)
  • 市場收入:依應用分類(2017-2030)
  • 市場收入:依國家分類(2017-2030)

第八章歐洲市場

第九章亞太市場

第十章 拉丁美洲市場

第十一章 中東/非洲市場

第十二章 美國市場

  • 概述
  • 市場收入:依類型分類(2017-2030)
  • 市場收入:依產品分類(2017-2030)
  • 市場收入:依設備類型分類(2017-2030)
  • 市場收入:依應用分類(2017-2030)

第十三章 加拿大市場

第十四章 德國市場

第十五章 法國市場

第十六章 英國市場

第十七章 義大利市場

第十八章 西班牙市場

第十九章 日本市場

第20章 中國市場

第21章 印度市場

第22章澳洲市場

第23章 韓國市場

第24章 巴西市場

第25章 墨西哥市場

第26章 沙烏地阿拉伯市場

第27章南非市場

第28章 阿拉伯聯合大公國(UAE)市場

第29章競爭格局

  • 市場參與者及其產品清單
  • 主要企業競爭基準
  • 主要公司的產品基準
  • 近期策略發展

第三十章 公司簡介

  • Meta Platforms Inc.
  • Apple Inc.
  • Alphabet Inc.
  • PTC Inc.
  • HTC Corporation
  • Lenovo Group Limited
  • FOVE Co. Ltd.
  • Adobe Inc.
  • Microsoft Corporation
  • Sony Group Corporation
  • Seiko Epson Corporation

第31章附錄

簡介目錄
Product Code: 10282

Market Overview

In 2023, the AR and VR industry generated revenue of USD 47.6 billion, the market is estimated to experience a CAGR of 23.7% over the forecast period, to attain USD 210.4 billion by the end of the decade. Such is mainly driven by the expeditious acceptance of these technologies that the gaming, entertainment, education, tourism, retail, and healthcare sectors are gaining.

AR and VR smart glasses, HUDs, and HMDs are conveniently wearable, i.e. they enable the user to freely move around and perform all daily activities while keeping the tech with them. For instance, AR displays are unlimited concerning their place of use because they do not interfere with visible reality. Even mobile VR headsets can be of great help by restraining movements in VE.

Advances are being made in the designs of these gadgets and they can be paired with smartphones or tablet computers. It is now possible to find AR and VR applications in various industries, as companies continue to test the boundaries of the integration of these technologies.

Extended reality (XR) systems are very soon going to become easily accessible through various channels to the masses. In this trend, the expanding traction of smartphones and tablet computers among consumers is wide enough for these technologies to position themselves. Global smartphone sales in many countries are booming, and these gadgets are treated as a very promising hardware platform for the AR and VR industry.

Key Insights

During the projection period, AR technology is projected to grow at a CAGR of 23.9%, holding the largest industry share.

In 2023, the hardware category had a 70% share, propelled by decreased device costs and gaming industry demand.

HMDs dominated the AR device industry with more than 75% revenue share in 2023, projected to advance because of lightweight displays and technical improvements.

HMDs also leading in the VR devices market with a 70% share in 2023, particularly in the gaming and tourism industries.

Gesture-tracking devices to witness the fastest growth at a CAGR of 23.8% in the forecast period, expanding VR adoption in enterprises and education.

In 2023, the Hardware category had a 70% industry share because of lower prices, gaming industry demand, and availability.

The category is projected to produce higher revenue because of augmented demand for quality entertainment and emphasis on display enhancements and customization for enterprises.

HMDs led AR devices with 75% revenue share in 2023, driven by lightweight displays and technology advancements.

Demand for technology in tourism, automotive, gaming, and education fields is dramatically on the rise.

VR headsets made up the biggest part of VR devices in 2023 with around 75% you could expect gaming and tourism to keep them in the lead in the years going forward.

Virtual reality (VR) application to witness at 23.8% CAGR, flaring a sphere of usage in business and education.

In 2023, consumers dominated the AR devices industry with 24.1% revenue, projected to advance particularly.

The gaming category is the dominating and fastest-growing category in the VR devices industry.

Key companies such as Oculus VR, Samsung, Sony, HTC, FOVE, Nintendo, and Electronic Arts.

The APAC region is the fastest-growing industry at 24.2% CAGR, propelled by investments in commercial, defense, healthcare, and automotive industries.

In 2023, the North American region had the largest industry share at 50%, propelled by huge government investments and the existence of top tech companies like Google, Microsoft, and Apple.

Table of Contents

Chapter 1. Research Scope

  • 1.1. Research Objectives
  • 1.2. Market Definition
  • 1.3. Analysis Period
  • 1.4. Market Size Breakdown by Segments
    • 1.4.1. Market size breakdown, by type
    • 1.4.2. Market size breakdown, by offering
    • 1.4.3. Market size breakdown, by device type
    • 1.4.4. Market size breakdown, by application
    • 1.4.5. Market size breakdown, by region
    • 1.4.6. Market size breakdown, by country
  • 1.5. Market Data Reporting Unit
    • 1.5.1. Value
  • 1.6. Key Stakeholders

Chapter 2. Research Methodology

  • 2.1. Secondary Research
    • 2.1.1. Paid
    • 2.1.2. Unpaid
    • 2.1.3. P&S Intelligence database
  • 2.2. Primary Research
  • 2.3. Market Size Estimation
  • 2.4. Data Triangulation
  • 2.5. Currency Conversion Rates
  • 2.6. Assumptions for the Study
  • 2.7. Notes and Caveats

Chapter 3. Executive Summary

Chapter 4. Market Indicators

Chapter 5. Industry Outlook

  • 5.1. Market Dynamics
    • 5.1.1. Trends
    • 5.1.2. Drivers
    • 5.1.3. Restraints/challenges
    • 5.1.4. Impact analysis of drivers/restraints
  • 5.2. Impact of COVID-19
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Bargaining power of buyers
    • 5.3.2. Bargaining power of suppliers
    • 5.3.3. Threat of new entrants
    • 5.3.4. Intensity of rivalry
    • 5.3.5. Threat of substitutes

Chapter 6. Global Market

  • 6.1. Overview
  • 6.2. Market Revenue, by Type (2017-2030)
  • 6.3. Market Revenue, by Offering (2017-2030)
  • 6.4. Market Revenue, by Device Type (2017-2030)
  • 6.5. Market Revenue, by Application (2017-2030)
  • 6.6. Market Revenue, by Region (2017-2030)

Chapter 7. North America Market

  • 7.1. Overview
  • 7.2. Market Revenue, by Type (2017-2030)
  • 7.3. Market Revenue, by Offering (2017-2030)
  • 7.4. Market Revenue, by Device Type (2017-2030)
  • 7.5. Market Revenue, by Application (2017-2030)
  • 7.6. Market Revenue, by Country (2017-2030)

Chapter 8. Europe Market

  • 8.1. Overview
  • 8.2. Market Revenue, by Type (2017-2030)
  • 8.3. Market Revenue, by Offering (2017-2030)
  • 8.4. Market Revenue, by Device Type (2017-2030)
  • 8.5. Market Revenue, by Application (2017-2030)
  • 8.6. Market Revenue, by Country (2017-2030)

Chapter 9. APAC Market

  • 9.1. Overview
  • 9.2. Market Revenue, by Type (2017-2030)
  • 9.3. Market Revenue, by Offering (2017-2030)
  • 9.4. Market Revenue, by Device Type (2017-2030)
  • 9.5. Market Revenue, by Application (2017-2030)
  • 9.6. Market Revenue, by Country (2017-2030)

Chapter 10. LATAM Market

  • 10.1. Overview
  • 10.2. Market Revenue, by Type (2017-2030)
  • 10.3. Market Revenue, by Offering (2017-2030)
  • 10.4. Market Revenue, by Device Type (2017-2030)
  • 10.5. Market Revenue, by Application (2017-2030)
  • 10.6. Market Revenue, by Country (2017-2030)

Chapter 11. MEA Market

  • 11.1. Overview
  • 11.2. Market Revenue, by Type (2017-2030)
  • 11.3. Market Revenue, by Offering (2017-2030)
  • 11.4. Market Revenue, by Device Type (2017-2030)
  • 11.5. Market Revenue, by Application (2017-2030)
  • 11.6. Market Revenue, by Country (2017-2030)

Chapter 12. U.S. Market

  • 12.1. Overview
  • 12.2. Market Revenue, by Type (2017-2030)
  • 12.3. Market Revenue, by Offering (2017-2030)
  • 12.4. Market Revenue, by Device Type (2017-2030)
  • 12.5. Market Revenue, by Application (2017-2030)

Chapter 13. Canada Market

  • 13.1. Overview
  • 13.2. Market Revenue, by Type (2017-2030)
  • 13.3. Market Revenue, by Offering (2017-2030)
  • 13.4. Market Revenue, by Device Type (2017-2030)
  • 13.5. Market Revenue, by Application (2017-2030)

Chapter 14. Germany Market

  • 14.1. Overview
  • 14.2. Market Revenue, by Type (2017-2030)
  • 14.3. Market Revenue, by Offering (2017-2030)
  • 14.4. Market Revenue, by Device Type (2017-2030)
  • 14.5. Market Revenue, by Application (2017-2030)

Chapter 15. France Market

  • 15.1. Overview
  • 15.2. Market Revenue, by Type (2017-2030)
  • 15.3. Market Revenue, by Offering (2017-2030)
  • 15.4. Market Revenue, by Device Type (2017-2030)
  • 15.5. Market Revenue, by Application (2017-2030)

Chapter 16. U.K. Market

  • 16.1. Overview
  • 16.2. Market Revenue, by Type (2017-2030)
  • 16.3. Market Revenue, by Offering (2017-2030)
  • 16.4. Market Revenue, by Device Type (2017-2030)
  • 16.5. Market Revenue, by Application (2017-2030)

Chapter 17. Italy Market

  • 17.1. Overview
  • 17.2. Market Revenue, by Type (2017-2030)
  • 17.3. Market Revenue, by Offering (2017-2030)
  • 17.4. Market Revenue, by Device Type (2017-2030)
  • 17.5. Market Revenue, by Application (2017-2030)

Chapter 18. Spain Market

  • 18.1. Overview
  • 18.2. Market Revenue, by Type (2017-2030)
  • 18.3. Market Revenue, by Offering (2017-2030)
  • 18.4. Market Revenue, by Device Type (2017-2030)
  • 18.5. Market Revenue, by Application (2017-2030)

Chapter 19. Japan Market

  • 19.1. Overview
  • 19.2. Market Revenue, by Type (2017-2030)
  • 19.3. Market Revenue, by Offering (2017-2030)
  • 19.4. Market Revenue, by Device Type (2017-2030)
  • 19.5. Market Revenue, by Application (2017-2030)

Chapter 20. China Market

  • 20.1. Overview
  • 20.2. Market Revenue, by Type (2017-2030)
  • 20.3. Market Revenue, by Offering (2017-2030)
  • 20.4. Market Revenue, by Device Type (2017-2030)
  • 20.5. Market Revenue, by Application (2017-2030)

Chapter 21. India Market

  • 21.1. Overview
  • 21.2. Market Revenue, by Type (2017-2030)
  • 21.3. Market Revenue, by Offering (2017-2030)
  • 21.4. Market Revenue, by Device Type (2017-2030)
  • 21.5. Market Revenue, by Application (2017-2030)

Chapter 22. Australia Market

  • 22.1. Overview
  • 22.2. Market Revenue, by Type (2017-2030)
  • 22.3. Market Revenue, by Offering (2017-2030)
  • 22.4. Market Revenue, by Device Type (2017-2030)
  • 22.5. Market Revenue, by Application (2017-2030)

Chapter 23. South Korea Market

  • 23.1. Overview
  • 23.2. Market Revenue, by Type (2017-2030)
  • 23.3. Market Revenue, by Offering (2017-2030)
  • 23.4. Market Revenue, by Device Type (2017-2030)
  • 23.5. Market Revenue, by Application (2017-2030)

Chapter 24. Brazil Market

  • 24.1. Overview
  • 24.2. Market Revenue, by Type (2017-2030)
  • 24.3. Market Revenue, by Offering (2017-2030)
  • 24.4. Market Revenue, by Device Type (2017-2030)
  • 24.5. Market Revenue, by Application (2017-2030)

Chapter 25. Mexico Market

  • 25.1. Overview
  • 25.2. Market Revenue, by Type (2017-2030)
  • 25.3. Market Revenue, by Offering (2017-2030)
  • 25.4. Market Revenue, by Device Type (2017-2030)
  • 25.5. Market Revenue, by Application (2017-2030)

Chapter 26. Saudi Arabia Market

  • 26.1. Overview
  • 26.2. Market Revenue, by Type (2017-2030)
  • 26.3. Market Revenue, by Offering (2017-2030)
  • 26.4. Market Revenue, by Device Type (2017-2030)
  • 26.5. Market Revenue, by Application (2017-2030)

Chapter 27. South Africa Market

  • 27.1. Overview
  • 27.2. Market Revenue, by Type (2017-2030)
  • 27.3. Market Revenue, by Offering (2017-2030)
  • 27.4. Market Revenue, by Device Type (2017-2030)
  • 27.5. Market Revenue, by Application (2017-2030)

Chapter 28. U.A.E. Market

  • 28.1. Overview
  • 28.2. Market Revenue, by Type (2017-2030)
  • 28.3. Market Revenue, by Offering (2017-2030)
  • 28.4. Market Revenue, by Device Type (2017-2030)
  • 28.5. Market Revenue, by Application (2017-2030)

Chapter 29. Competitive Landscape

  • 29.1. List of Market Players and their Offerings
  • 29.2. Competitive Benchmarking of Key Players
  • 29.3. Product Benchmarking of Key Players
  • 29.4. Recent Strategic Developments

Chapter 30. Company Profiles

  • 30.1. Meta Platforms Inc.
    • 30.1.1. Business overview
    • 30.1.2. Product and service offerings
    • 30.1.3. Key financial summary
  • 30.2. Apple Inc.
    • 30.2.1. Business overview
    • 30.2.2. Product and service offerings
    • 30.2.3. Key financial summary
  • 30.3. Alphabet Inc.
    • 30.3.1. Business overview
    • 30.3.2. Product and service offerings
    • 30.3.3. Key financial summary
  • 30.4. PTC Inc.
    • 30.4.1. Business overview
    • 30.4.2. Product and service offerings
    • 30.4.3. Key financial summary
  • 30.5. HTC Corporation
    • 30.5.1. Business overview
    • 30.5.2. Product and service offerings
    • 30.5.3. Key financial summary
  • 30.6. Lenovo Group Limited
    • 30.6.1. Business overview
    • 30.6.2. Product and service offerings
    • 30.6.3. Key financial summary
  • 30.7. FOVE Co. Ltd.
    • 30.7.1. Business overview
    • 30.7.2. Product and service offerings
    • 30.7.3. Key financial summary
  • 30.8. Adobe Inc.
    • 30.8.1. Business overview
    • 30.8.2. Product and service offerings
    • 30.8.3. Key financial summary
  • 30.9. Microsoft Corporation
    • 30.9.1. Business overview
    • 30.9.2. Product and service offerings
    • 30.9.3. Key financial summary
  • 30.10. Sony Group Corporation
    • 30.10.1. Business overview
    • 30.10.2. Product and service offerings
    • 30.10.3. Key financial summary
  • 30.11. Seiko Epson Corporation
    • 30.11.1. Business overview
    • 30.11.2. Product and service offerings
    • 30.11.3. Key financial summary

Chapter 31. Appendix

  • 31.1. Abbreviations
  • 31.2. Sources and References
  • 31.3. Related Reports